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  LWJGL - Tower Defence Game  (Read 11694 times)
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Offline bobjob

JGO Knight


Medals: 10
Projects: 4


David Aaron Muhar


« Reply #30 - Posted 2008-04-02 11:13:46 »

Have a go with replacing libopenal.so with openal-soft (there's a pre-built binary linked to from this thread.
EEEPCs seems to be flying off the shelves, so having a working lwjgl on it can only be a good thing.
I replaced the linux openAL file. There is also an option to use software in audio settings. I guess ill leave it, in case any other system has problems with openAL

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Offline gouessej
« Reply #31 - Posted 2008-04-02 19:18:11 »

oh SNAP. i think i fixed it.

Thank you, it works. Your game is fine. The bump mapping is now off by default. I'm going to add this on http://www.randomthoughts.net/.

Offline bobjob

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« Reply #32 - Posted 2008-07-15 02:08:43 »

I updated the game, if anyone is interested. still crappy, just have more support for better graphics.

I added:
Real Time Shadow Support
shortcut style bloom effect.
collision entities supported on map loading.
primary tower has a better model/animation.

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Offline zammbi

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Medals: 4



« Reply #33 - Posted 2008-07-15 05:09:26 »

Cool little game there. Reminds me the versions I use to play on warcraft 3.

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Offline bobjob

JGO Knight


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David Aaron Muhar


« Reply #34 - Posted 2008-07-16 03:03:09 »

Yeah its what made me want to make it  Smiley Iv been working on the RTS but it would take so long to actually finish a game, so i decided to make a minigame first.

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Offline viwoj

Senior Newbie





« Reply #35 - Posted 2008-08-05 09:04:54 »

Good work

Offline bobjob

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« Reply #36 - Posted 2008-09-13 20:56:28 »

It now supports multiplayer. up 2 8 players at the moment, its going to be 16 except im just tweeking the culling, so performance is still a bit of an issue.

Im assuming its gonna have heeps of bugs, cuz iv changed alot of code around.

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Offline gouessej
« Reply #37 - Posted 2008-09-13 21:30:14 »

It now supports multiplayer. up 2 8 players at the moment, its going to be 16 except im just tweeking the culling, so performance is still a bit of an issue.

Im assuming its gonna have heeps of bugs, cuz iv changed alot of code around.
What is your problem with culling? Which algorithm(s) do you use?

Sorry to tell you this but it is slower than before, really, it is almost unplayable on my machine, I gave up after 2 minutes.

Offline bobjob

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« Reply #38 - Posted 2008-09-14 00:09:27 »

i dont know what the method name is for the culling im putting in.

I get the top left corner, and the bottom right corner, get there line equations then run a test on weather or not and object is in between them.

its probably slow because of the actual tilemap, is not longer made up of a few quads, but rather alot of triangles.

also bloom is on by default, may want to turn it off in graphic options, same as bump mapping.

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Offline bobjob

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« Reply #39 - Posted 2008-09-14 00:47:34 »

I added a safe mode webstart

http://users.on.net/~bobjob/Safemode.jnlp

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Offline gouessej
« Reply #40 - Posted 2008-09-14 06:06:11 »

I added a safe mode webstart

http://users.on.net/~bobjob/Safemode.jnlp
I get this then:

FILE NOT FOUND resources/audio/music/the_fold.ogg - null
java.lang.NullPointerException
   at resource.media.OggPlayer.run(OggPlayer.java:173)
   at java.lang.Thread.run(Thread.java:619)
Loading Sound As OpenAL

When the shadow and the bloom are deactivated, it is playable anew Cheesy
Nevertheless, when I set several combo defenses, only one works or when I set a combo defense and a ground unit, only the ground unit works, it is very annoying.

Offline DzzD
« Reply #41 - Posted 2008-09-14 10:51:58 »

lot of improvment since first version!

works very well here (xp pro sp3/amd 1.6ghz/X800)


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